Method and system of managing a game session

ABSTRACT

A learning plaything set to communicate with similar learning playthings during a game session. The learning plaything comprises a reader which reads a plurality of data marks indicative of a plurality of playing abilities, a memory for storing the plurality of playing abilities, a communication unit which establishes at least one wireless connection with another communication unit of at least one other learning plaything during a game session, a management module which uses the at least one wireless connection to coordinate an outcome to the game session with the at least one other learning plaything according to the stored plurality of playing abilities, and at least one presentation unit which presents at least one plaything action according to the outcome.

RELATED APPLICATION

This application is a continuation of U.S. patent application Ser. No.13/308,594 filed on Dec. 1, 2011, the contents of which are incorporatedherein by reference in their entirety.

FIELD AND BACKGROUND OF THE INVENTION

The present invention, in some embodiments thereof, relates tocommunicating playthings and, more particularly, but not exclusively, tomethod and system of performing a game session among playthings.

Collectible playthings, such as figurines, cards, and tossing elements,such as Gogo's Crazy Bones™, and Bakugan Battle Brawlers™, have been hotcommodity for children during the last decades.

A number of developments have been made to provide children withcommunicating collectables. For example U.S. Pat. No. 7,252,572, filedon May 12, 2004, describes a method for figurines to form and join anetwork of figurines by setting them near other figurines, by activatingthem via a power switch, or by placing them in communication with acentral hub. A communications path using radio or IR frequency is usedto form the network; such that only one figurine can transmit data whilethe others receive data at any time. Once the network has been formed,the figurines can formulate behaviors based on the attributes, requests,and actions of the others. These behaviors are based on the datatranspired between the figurines and can include meaning of spokenwords, current state, etc. Each figurine has a personality controlled byits internal data, which also controls its relationships with others.Each figurine can spontaneously create a speech or action based on thereply given by another coupled with data stored within its databank.

SUMMARY OF THE INVENTION

According to some embodiments of the present invention, there isprovided a learning plaything which is set to communicate with similarlearning playthings during a game session. The learning playthingcomprises a reader which reads a plurality of data marks indicative of aplurality of playing abilities, a memory for storing the plurality ofplaying abilities, a communication unit which establishes at least onewireless connection with another communication unit of at least oneother learning plaything during a game session, a management modulewhich uses the at least one wireless connection to coordinate an outcometo the game session with the at least one other learning playthingaccording to the stored plurality of playing abilities, and at least onepresentation unit which presents at least one plaything action accordingto the outcome.

Optionally, the learning plaything comprises a timer which monitors thereading time of the plurality of playing abilities; wherein themanagement module adjusts the plurality of playing abilities accordingto the reading time.

Optionally, the management module updates the plurality of playingabilities according to the at least one action.

Optionally, the communication unit embeds a message to the anothercommunication unit in a theme music played during the game session.

Optionally, the at least one action is indicative of a group of at leastone of the plurality of playing abilities to transfer to the at leastone other learning plaything, the communication unit sends a messageindicative of the group to the at least one other learning plaything.

Optionally, the learning plaything comprises a movement sensor fordetecting a movement of the learning plaything or at least one object inrelation thereto; wherein the management module calculates the at leastone action according to the movement.

Optionally, the learning plaything comprises a proximity sensor fordetecting a proximity of the at least one other learning plaything;wherein the management module calculates the at least one actionaccording to the proximity.

Optionally, the learning plaything comprises a contact sensor fordetecting a contact between the at least one other learning playthingand the learning plaything; wherein the management module calculates theat least one action according to the contact.

Optionally, the reader has a card slot for hosting at least one of aplurality of cards marked with the plurality of marks and an ejectionmechanism for ejecting the at least one card; wherein the at least oneaction comprises instructing the ejection mechanism to eject the atleast one card.

More optionally, the ejection mechanism performs the ejecting with apower defined by the at least one card.

Optionally, the at least one presentation unit comprises a screen fordisplaying the plurality of stored playing abilities.

Optionally, the management module calculates the at least one playthingaction according to a random value generated by a random generator.

Optionally, the management module calculates the at least one playthingaction according to a match between the plurality of playing abilitiesand a plurality of other playing abilities of the at least one otherlearning plaything.

According to some embodiments of the present invention, there isprovided an interactive system for providing entertainment to aplurality of participants. The interactive system comprises a pluralityof learning playthings which are set to communicate with one anotherduring a game session, each the learning plaything having: a readerwhich reads a plurality of marks indicative of a plurality of playingabilities, a memory for storing the plurality of playing abilities, acommunication unit which establishes a wireless connection with anothercommunication unit of at least one other learning plaything during agame session, a management module which uses the wireless connection tocoordinate at least one plaything action with the at least one otherlearning plaything according to the stored plurality of playingabilities, and at least one presentation unit which presents theplaything action.

According to some embodiments of the present invention, there isprovided a method of managing an interactive game among a plurality ofparticipants. The method comprises loading a plurality of differentplaying abilities into a plurality of different learning playthings byallowing each different learning plaything to read at least one markindicative of at least one of the plurality of different playingabilities, establishing at least one wireless connection between theplurality of learning playthings to transfer information about theplurality of loaded different playing abilities from at least one of theplurality of learning playthings to another, calculating, during a gamesession between the plurality of learning playthings, an outcome to thegame session according to the plurality of different playing abilities,and instructing at least one of the plurality of different learningplaythings to present at least plaything action according to theoutcome.

Optionally, the at least one wireless connection is a peer to peerconnection.

Optionally, the at least one wireless connection is established via aproxy.

Optionally, the loading is performed in a certain order, the calculatingbeing performed according to the certain order.

Optionally, the calculating is based on a random variable.

Optionally, the method further comprises detecting a proximity to areference object; the calculating is based on the proximity.

Optionally, the method further comprises detecting a movement of atleast one of the different learning playthings during the game session;the calculating is based on the movement.

Optionally, the method further comprises detecting a presence or absenceof a contact to an object; the calculating is based on the detecting.

Unless otherwise defined, all technical and/or scientific terms usedherein have the same meaning as commonly understood by one of ordinaryskill in the art to which the invention pertains. Although methods andmaterials similar or equivalent to those described herein can be used inthe practice or testing of embodiments of the invention, exemplarymethods and/or materials are described below. In case of conflict, thepatent specification, including definitions, will control. In addition,the materials, methods, and examples are illustrative only and are notintended to be necessarily limiting.

Implementation of the method and/or system of embodiments of theinvention can involve performing or completing selected tasks manually,automatically, or a combination thereof. Moreover, according to actualinstrumentation and equipment of embodiments of the method and/or systemof the invention, several selected tasks could be implemented byhardware, by software or by firmware or by a combination thereof usingan operating system.

For example, hardware for performing selected tasks according toembodiments of the invention could be implemented as a chip or acircuit. As to software, selected tasks according to embodiments of theinvention could be implemented as a plurality of software instructionsbeing executed by a computer using any suitable operating system. In anexemplary embodiment of the invention, one or more tasks according toexemplary embodiments of method and/or system as described herein areperformed by a data processor, such as a computing platform forexecuting a plurality of instructions. Optionally, the data processorincludes a volatile memory for storing instructions and/or data and/or anon-volatile storage, for example, non-transitory computer readablemedia such as, a magnetic hard-disk and/or removable media, for storinginstructions and/or data. Optionally, a network connection is providedas well. A display and/or a user input device such as a keyboard ormouse are optionally provided as well.

BRIEF DESCRIPTION OF THE DRAWINGS

Some embodiments of the invention are herein described, by way ofexample only, with reference to the accompanying drawings. With specificreference now to the drawings in detail, it is stressed that theparticulars shown are by way of example and for purposes of illustrativediscussion of embodiments of the invention. In this regard, thedescription taken with the drawings makes apparent to those skilled inthe art how embodiments of the invention may be practiced.

In the drawings:

FIG. 1 is a schematic illustration of a learning plaything that is setto be loaded with a number of playing abilities which may be transferredto another learning plaything according to outcomes of a game session,according to some embodiments of the present invention;

FIGS. 2A and 2B are schematic illustrations of exemplary card and chipwhich are designed to be read by the card/chip reader of the learningplaything, according to some embodiments of the present invention;

FIGS. 3A-3D are schematic illustrations an exemplary learning plaything,exemplary learning plaything during a game session, exemplary learningplaythings which are designed to eject loaded card and/or a chip duringa game session, and exemplary learning plaything which is loaded with anumber of playing abilities, according to some embodiments of thepresent invention;

FIG. 4 is a flowchart of a method of managing an interactive game amonga plurality of participants using a plurality of learning playthings,each, for example, is as learning plaything depicted in FIG. 1,according to some embodiments of the present invention; and

FIG. 5 is a schematic illustration of modules of an exemplary learningplaything which communicates with a client terminal and/or anotherlearning plaything, optionally via a computer network, such as theinternet, according to some embodiments of the present invention.

DESCRIPTION OF EMBODIMENTS OF THE INVENTION

The present invention, in some embodiments thereof, relates tocommunicating playthings and, more particularly, but not exclusively, tomethods and systems of performing a game session among the playthings.

According to some embodiments of the present invention, there isprovided a learning plaything, optionally having a housing shaped as anaction figure, a vehicle, a humanoid figure, and/or an animal, which isset to be dynamically loaded with one or more playing abilities and tocoordinate an outcome of a game session, such as a contest and/orbattle, with similar learning playthings according to the dynamicallyloaded playing abilities and optionally additional parameters, such ascontact, proximity and/or self and/or relative movement.

The learning plaything includes a reader which reads a plurality of datamarks indicative of a plurality of playing abilities and a memory forstoring these playing abilities. The reader is optionally a barcodereader and/or an image reader for reading marks indicative of playingabilities from cards. The learning plaything further includes acommunication unit which establishes wireless connection(s) with otherlearning playthings, such as peer to peer connections, during a gamesession. These wireless connection(s) allows a management unit tocoordinate the outcome of the game session according to the playingabilities which are loaded to the memory and/or according to the playingabilities of other learning playthings. The learning plaything furtherincludes a presentation unit which presents one or more playthingactions based on the outcome of the calculation. The presentation unitmay be a display, a speaker, and/or actuating means for actuating thelearning plaything or parts thereof.

According to some embodiments of the present invention, there isprovided a method of managing an interactive game among a plurality ofparticipants based on loaded playing abilities. The method is based onloading a plurality of different playing abilities into a plurality ofdifferent learning playthings by allowing each learning plaything toread one or more marks indicative of one or more of the playingabilities and establishing wireless connections between the learningplaythings to transfer information about the loaded playing abilitiesfrom one of the learning playthings to others. This allows calculating,during a game session between the learning playthings, an outcome to thegame session according to the playing abilities and instructing one ormore of the learning playthings to present one or more plaything actionsaccording to the outcome.

Before explaining at least one embodiment of the invention in detail, itis to be understood that the invention is not necessarily limited in itsapplication to the details of construction and the arrangement of thecomponents and/or methods set forth in the following description and/orillustrated in the drawings and/or the Examples. The invention iscapable of other embodiments or of being practiced or carried out invarious ways.

Reference is now made to FIG. 1, which is a schematic illustration of alearning plaything 100 that is set to be loaded with a number of playingabilities which may be transferred to another learning playthingaccording to outcomes of a game session, according to some embodimentsof the present invention. The learning plaything 100 is optionallyshaped or placed in a housing that is shaped as a figurine, a tossingelement, a pawn, and or any other game element.

The learning plaything 100 includes a reader 101, such as a card reader,for example a barcode reader, and/or a wireless reader, such as a radiofrequency identification (RFID) reader, which is capable of reading aplurality of data marks each indicative of another of a plurality ofplaying abilities. As used herein, a playing ability is a virtualability of the learning plaything 100, which represents an action figureor the like, for example an ability to perform an action, acharacteristic, a strength level, a weakness, a virtual magical ability,and the like. A playing ability also means a credit, such as a token,that allows the learning plaything 100 to participate in a certain gamesession, referred to herein also as playing credit. A game session maybe an emulated fighting session between the learning plaything and otherlearning playthings 200, a contest between the learning plaything andthe other learning playthings 200, and/or a calibration between thelearning plaything and the other learning playthings 200.

For example, the reader 101 may be used to scan a unique combination oflines or colors from a collectable playing card. In such a manner, thelearning plaything 100 can load one or more playing abilities into amemory 102. In another example, the reader 101 may be used to scan aplaying ability indication that is presented on the screen of acomputing device, such as a computer, television, a tablet, a Smartphoneand the like. In another example, the reader 101 may be used tointercept a message that encodes a one or more playing abilities to beloaded, via a communication protocol such as an RFID communication, anSMS and the like. In another example, the reader 101 includes a wirelesspersonal area network (WPAN) or a wireless local area network (WLAN)receiver for intercepting messages that encode one or more playingabilities to be loaded, an SMS and the like.

The learning plaything 100 further includes a communication unit 103 toestablish a wireless connection with one or more respectivecommunication units of one or more other learning playthings 200 duringa game session. The communication unit 103 optionally includes acommunication module, such as WPAN communication unit, for example aBluetooth™ unit and/or an infrared unit, or a WLAN communication unit,such as a Wi-FI™ communication unit. Optionally, the wireless connectionis a peer to peer connection. Alternatively, the wireless connection isestablished via a proxy, such as a wireless hotspot. Optionally, thecommunication unit 103 includes a speaker and a microphone or atransducer to facilitate acoustic and/or ultrasonic communication. Insuch an embodiment, the communication unit may embed messages in a musicthat is set to be played during a game session and/or extract messageswhich are embedded in such music.

Optionally, the communication unit 103 may be used for loading playingabilities and/or to adjust the playing abilities from a client terminalthat is connected to a server, such as a web server. The server maymanage a playing ability store wherein a player can purchase and/orselect playing abilities, for example using the browser of the clientterminal and/or a designated module that is installed thereon.

The learning plaything 100 further includes one or more presentationunits 106, which are set to present one or more plaything actions. Forexample, the presentation units may include a set of one or morespeaker(s), a screen, such as a liquid crystal display (LCD) screen,and/or the like. The presentation units 106 optionally include actuatorsfor actuating the learning plaything 100. For example, if the housing ofthe learning plaything 100 is shaped as a humanoid action figure, thepresentation units 106 include one or more motors for moving the limbsof the humanoid action figure. In another example, if the housing of thelearning plaything 100 is shaped as a vehicle, the presentation units106 includes one or more motors for moving the wheels of the vehicle.

The learning plaything 100 further includes a processor 104 and amanagement module 105 which uses the processor 104 to calculate,according to the stored playing abilities and optionally data that isreceived via the wireless connection, one or more plaything actions orreactions which are performed during a game session with one or more ofthe other learning playthings 200. These one or more plaything actionsor reactions, referred to herein interchangeably, may be referred to asthe outcome of the game session. The management module 105 maycoordinate the actions or reactions which are performed during or afterthe game session by all the participating learning playthings 200. Thecoordination may be performed by locally calculating instructions perlearning plaything and using the communication unit 103 for transferringthe instructions and/or by calculating an outcome, transferring theoutcome the learning playthings, and facilitating each one of thelearning playthings to determine a reaction and/or action accordingly.

According to some embodiments of the present invention, learningplaythings, each such as 100, manages a coordinated game sessionaccording to the playing abilities thereof. In such a manner, one playermay load a first set of playing abilities to one learning plaything andanother player may load a second set of playing abilities to a differentlearning plaything so that the outcome of a game session is decided,inter alia, according to a match between the first and second sets ofplaying abilities. The decision is optionally made by one of themanagement modules 105. The outcome is optionally a set of instructionsthat define one or more actions which are performed by the presentationunit(s) of the learning plaything 100 and/or the other learningplaythings 200. For example, an outcome is a conversation between thelearning playthings, a set of lights, displays or figures displayed on ascreen or by a projector of the learning plaything 100, a set of soundsplayed by the learning playthings, optionally in a coordinated manner,and the like.

Optionally, a random generator is used to generate a random value thateffects the calculation of the outcome of a game session. In such amanner, the outcome is not determined only by the loaded playingabilities.

Optionally, the order at which the playing abilities are loaded, forexample read by the reader 101 effects the calculation of the outcome ofa game session. For example, the order defines the weight each one ofthe loaded playing abilities receives and/or the timing of using theplaying ability during the game session. For example, the reader 101 maybe a scanner that is used to scan three indications from cards in acertain order that is selected by the player where the firstly scannedindication receive a high weight, the secondly scanned indicationreceive a medium weight, and the third scanned indication receive a lowweight.

Optionally, the management module 105 updates the playing abilities ofthe learning plaything 100 according to the outcomes of game sessions.For example, if outcome of a game session is a winning of the learningplaything 100, the management module 105 increases its playing abilitiesto simulate an outcome of a good experience and if outcome of a gamesession is a loss of the learning plaything 100, the management module105 reduces its playing abilities to simulate an outcome of a badexperience.

Optionally, the management module 105 validates the playing abilities ofthe learning plaything 100 according the time which has elapsed sincethe loading thereof. For example, loaded playing abilities may be validfor a period of few minutes, few hours, few days, and/or any otherperiod that is defined in advance and/or set by the player or anoperator. Additionally or alternatively, the management module 105 mayvalidate the playing abilities of the learning plaything 100 accordingthe number game sessions which has been conducted therewith. Forexample, if a first playing ability, for example “shooting fireballs”has been loaded, the management module 105 may count the number of gamesessions wherein the “shooting fireballs” was exploited or could havebeen exploited.

Optionally, playing abilities are transferred from one learningplaything 100 to one or more of the other learning playthings 200 inresponse to the outcome of a game session. For example, if a certainlearning plaything 100 loses a certain game session, one or more of theloaded playing abilities are transferred to one or more of the otherlearning playthings 200. If such an embodiment, the outcome of a gamingsession may be automatically enforced. The transfer of playing abilitiesmay be accompanied with an actual transfer of one or more physicalelements, such as cards, which include mark(s) indicative of thetransferred playing abilities.

Optionally, the learning plaything 100 includes a timer 151 whichmonitors the reading time of the plurality of playing abilities. In sucha manner, the playing abilities may be associated with an expirationdate or changed over a period of time.

Optionally, the learning plaything 100 includes one or more sensors thatallow the management module 105 to calculate the outcome of a gamesession based on physical changes in the surrounding of the learningplaything 100. For example, the learning plaything 100 includes amovement sensor for detecting a movement of the learning plaything 100or of objects in relation to the learning plaything 100. The managementmodule 105 may calculate the outcome of the gaming session according tothe sensed movement. For example, when the learning plaything 100 is atossing element which is set to tossed by a player, the managementmodule 105 may take into account information pertaining to the detectedmovement, for example velocity. Optionally, the movement sensor 152includes an accelerometer. The accelerometer may be used to measure arotation rate. The learning plaything 100 may be a rotating element,such as a spinning top and the management module 105 may take intoaccount information pertaining to the detected rotation rate.

Optionally, the learning plaything 100 includes a proximity sensor fordetecting proximity of the learning plaything 100 to other objects, forexample to the one or more other learning playthings 200. The managementmodule 105 may calculate the outcome of the gaming session according tothe sensed proximity. For example, when the learning plaything 100 is atossing element that is set to be tossed by a player, the managementmodule 105 may take into account the proximity of the learning plaything100 to other objects after the tossing thereof by the player. Forexample, if the distance is below a certain distance, the chances of thelearning plaything 100 to win a game session are increased and if thedistance is above the certain distance, the chances of the learningplaything 100 to win a game session are reduced. In such an embodiment,a player that tosses his learning plaything 100 to certain proximity toa reference object, such as another learning plaything, receives adifferent score from another player that tosses another similar learningplaything to a different proximity to the reference object (or anotherreference object).

Optionally, the learning plaything 100 includes a contact sensor fordetecting a contact between the learning plaything 100 and otherobjects, for example the one or more other learning playthings 200. Themanagement module 105 may calculate the outcome of the gaming sessionaccording to the sensed contact. For example, when the learningplaything 100 is a tossing element, for example as described above, themanagement module 105 may take into account the contact. For example, ifcontact is sensed, the chances of the learning plaything 100 to win agame session are increased and if no contact is sensed, the chances ofthe learning plaything 100 to win a game session are reduced or viceversa.

As described above, the reader 101 may be a card reader or a chipreader. Optionally, the card reader includes a card slot for hosting oneor more cards marked with mark(s) which are indicative of playingabilities, for example as shown in FIG. 2A. Additionally oralternatively, the card reader includes a chip slot for hosting one ormore chips marked with mark(s) which are indicative of playingabilities, for example as shown in FIG. 2B. The card reader optionallyincludes an ejection mechanism that is set to eject cards according tooutcomes of a game session as calculated by the management module 105.In such an embodiment, cards may be automatically ejected when thelearning plaything 100 losses in a game session. The ejection mechanismmay launch the card toward the one or more learning playthings 200.

For example reference is now made to FIGS. 3A-3D. FIG. 3A is a schematicillustration of an exemplary learning plaything 220 having the reader101, presentation units 106 which includes a speaker 221 and acommunication unit 103 which includes a microphone 223, according tosome embodiments of the present invention. The reader is designed tohold a card and/or a chip, optionally in a designated shape. The housing222 of the exemplary learning plaything 220 is shaped as a disc. Asdepicted in FIG. 3B such exemplary learning playthings 220 are designedto communicate with one another, simulating a game session andcoordinate the outcome thereof based on at least the cards which areplaced in the card reader 101. As depicted in FIG. 3C, the card readerincludes an ejection mechanism that ejects the loaded chips and/or cardsaccording to outcomes of the game session. As described above anddepicted in FIG. 3D, various chips may be placed in the card reader 101,optionally in a certain order, to load playing abilities to theexemplary learning plaything 220.

According to some embodiments of the present invention, the reader 101,or elements thereof, is integrated into a launcher for launchableelements, such as plaything rockets or plaything bullets. The launcheris optionally part of the learning plaything 100. In these embodiments,launchable elements have indications of a playing ability pertaining tothe element itself. In use, the user places the launchable elements inthe launcher so as to allow the reader 101 to read the indication whichis printed or otherwise associated therewith. Based on the reading, themanagement module 105 instructs the operation of the launcher. In such amanner the launcher may change its functioning based on the readindications. For example, different elements may be tossed to differentdistances and/or with a different power according to the respectiveindication.

Reference is now made to FIG. 4, which is a flowchart of a method 300 ofmanaging an interactive game among a plurality of participants using aplurality of learning playthings, each, for example, is as learningplaything 100 depicted in FIG. 1, according to some embodiments of thepresent invention.

First, as shown at 201, one or more different playing abilities areloaded into each of a plurality of different learning playthings. Theloading is performed by allowing each learning plaything to read one ormore indications, such as marks indicative of one or more playingabilities. For example, each player may place his learning plaything infront of one or more collectable cards so that the reader of therespective learning plaything can read barcode(s) which are printed onthe respective collectable cards.

Now, the plurality of learning playthings coordinate an outcome to thegame session based on the loaded playing abilities and optionally on theoutputs of sensors which monitor the movement of the learning playthingsand/or their proximity to one another and/or to reference objects. Forexample, as shown at 202, one or more wireless connections, optionallydirect, are established between the learning playthings. For example,when the players place the learning playthings in proximity to oneanother a WPAN peer to peer connection(s) is established therebetween.

Optionally, as shown at 210, the inputs from sensors, such as theaforementioned proximity, movement, and/or contact sensors are received.

As shown at 203, the wireless connections are then used to transferinformation about the loaded playing abilities from at least one of thelearning playthings to the others. This allows, as shown at 204,calculating, during a game session among (or between) the plurality oflearning playthings, an outcome for the game session according to thecombination of loaded playing abilities. Optionally, the calculationcalculates the outcome based on a random variable so that that theoutcome is not predictable based on the loaded playing abilities only.The outcome may be calculated may be performed by one of the learningplaythings and transferred to the others using the wireless connection.Alternatively, the outcome may be calculated by all the learningplaythings simultaneously. Optionally, the outcome may be calculatedaccording to the outputs of the sensors, for example the outputsreceived at 210.

For example reference is also made to FIG. 5, which is a schematicillustration of modules of an exemplary learning plaything 130 whichcommunicates with a client terminal 131 and/or another learningplaything 100, optionally via a computer network 139, such as theinternet, according to some embodiments of the present invention.

The learning plaything 130 includes a micro processor 134, thatfunctions as the processor 104, a card reader 135, optionally with anejection mechanism, for example as described above with reference to101, a short range communication unit 136, for example as describedabove with reference to 103, which includes a user interface, a speakerand a microphone, and the aforementioned sensors 152. Optionally, thelearning plaything 130 includes a real time clock (RTC) 140 forcoordinating the presentation of actions during the game session. Insuch an embodiment learning playthings may establish communicationsessions over the network 139. Optionally, a network node (not shown)which is connected to the network calculates, during a game sessionamong (or between) the learning playthings, an outcome for the gamesession according to the combination of loaded playing abilities. Thenetwork node forwards the outcome to the learning playthings via thenetwork.

Now, as shown at 205, one or more of the playthings perform one or moreactions according to the outcome. For example, if the outcome is awinning of one plaything over the other, the winning plaything isinstructed to present a winning gesture, for example raising handles ormoving in circles, and the losing plaything is instructed to present alosing movement, for example to falling or moving backwards.

It is expected that during the life of a patent maturing from thisapplication many relevant systems and methods will be developed and thescope of the term a presentation unit, a processor, a memory, and asensor is intended to include all such new technologies a priori.

As used herein the term “about” refers to ±10%.

The terms “comprises”, “comprising”, “includes”, “including”, “having”and their conjugates mean “including but not limited to”. This termencompasses the terms “consisting of” and “consisting essentially of”.

The phrase “consisting essentially of” means that the composition ormethod may include additional ingredients and/or steps, but only if theadditional ingredients and/or steps do not materially alter the basicand novel characteristics of the claimed composition or method.

As used herein, the singular form “a”, “an” and “the” include pluralreferences unless the context clearly dictates otherwise. For example,the term “a compound” or “at least one compound” may include a pluralityof compounds, including mixtures thereof.

The word “exemplary” is used herein to mean “serving as an example,instance or illustration”. Any embodiment described as “exemplary” isnot necessarily to be construed as preferred or advantageous over otherembodiments and/or to exclude the incorporation of features from otherembodiments.

The word “optionally” is used herein to mean “is provided in someembodiments and not provided in other embodiments”. Any particularembodiment of the invention may include a plurality of “optional”features unless such features conflict.

Throughout this application, various embodiments of this invention maybe presented in a range format. It should be understood that thedescription in range format is merely for convenience and brevity andshould not be construed as an inflexible limitation on the scope of theinvention. Accordingly, the description of a range should be consideredto have specifically disclosed all the possible subranges as well asindividual numerical values within that range. For example, descriptionof a range such as from 1 to 6 should be considered to have specificallydisclosed subranges such as from 1 to 3, from 1 to 4, from 1 to 5, from2 to 4, from 2 to 6, from 3 to 6 etc., as well as individual numberswithin that range, for example, 1, 2, 3, 4, 5, and 6. This appliesregardless of the breadth of the range.

Whenever a numerical range is indicated herein, it is meant to includeany cited numeral (fractional or integral) within the indicated range.The phrases “ranging/ranges between” a first indicate number and asecond indicate number and “ranging/ranges from” a first indicate number“to” a second indicate number are used herein interchangeably and aremeant to include the first and second indicated numbers and all thefractional and integral numerals therebetween.

It is appreciated that certain features of the invention, which are, forclarity, described in the context of separate embodiments, may also beprovided in combination in a single embodiment. Conversely, variousfeatures of the invention, which are, for brevity, described in thecontext of a single embodiment, may also be provided separately or inany suitable subcombination or as suitable in any other describedembodiment of the invention. Certain features described in the contextof various embodiments are not to be considered essential features ofthose embodiments, unless the embodiment is inoperative without thoseelements.

Although the invention has been described in conjunction with specificembodiments thereof, it is evident that many alternatives, modificationsand variations will be apparent to those skilled in the art.Accordingly, it is intended to embrace all such alternatives,modifications and variations that fall within the spirit and broad scopeof the appended claims.

All publications, patents and patent applications mentioned in thisspecification are herein incorporated in their entirety by referenceinto the specification, to the same extent as if each individualpublication, patent or patent application was specifically andindividually indicated to be incorporated herein by reference. Inaddition, citation or identification of any reference in thisapplication shall not be construed as an admission that such referenceis available as prior art to the present invention. To the extent thatsection headings are used, they should not be construed as necessarilylimiting.

What is claimed is:
 1. A learning plaything which is set to communicatewith similar learning playthings during a game session, comprising: areader which reads a plurality of data marks printed on at least one ofa plurality of physical elements and indicative of a plurality ofplaying abilities; a memory for storing said plurality of playingabilities; a communication unit which establishes at least one wirelessconnection with another communication unit of at least one otherlearning plaything during a game session; a management module which usessaid at least one wireless connection to coordinate an outcome to saidgame session with said at least one other learning plaything accordingto said stored plurality of playing abilities; and at least onepresentation unit which presents at least one plaything action accordingto said outcome; wherein said management module calculates said at leastone plaything action according to a match between said plurality ofplaying abilities and a plurality of other playing abilities of said atleast one other learning plaything.
 2. The learning plaything of claim1, further comprising a timer which monitors the reading time of saidplurality of playing abilities; wherein said management module adjustssaid plurality of playing abilities according to said reading time. 3.The learning plaything of claim 1, wherein said management moduleupdates said plurality of playing abilities according to said at leastone action.
 4. The learning plaything of claim 1, wherein saidcommunication unit embeds a message to said another communication unitin a theme music played during said game session.
 5. The learningplaything of claim 1, wherein said at least one action is indicative ofa group of at least one of said plurality of playing abilities totransfer to said at least one other learning plaything, saidcommunication unit sends a message indicative of said group to said atleast one other learning plaything.
 6. The learning plaything of claim1, further comprising a movement sensor for detecting a movement of saidlearning plaything or at least one object in relation thereto; whereinsaid management module calculates said at least one action according tosaid movement.
 7. The learning plaything of claim 1, further comprisinga proximity sensor for detecting a proximity of said at least one otherlearning plaything; wherein said management module calculates said atleast one action according to said proximity.
 8. The learning playthingof claim 1, further comprising a contact sensor for detecting a contactbetween said at least one other learning plaything and said learningplaything; wherein said management module calculates said at least oneaction according to said contact.
 9. The learning plaything of claim 1,wherein said reader is selected from a group consisting of a barcodereader and an image reader.
 10. The learning plaything of claim 1,wherein said at least one presentation unit comprises a screen fordisplaying said plurality of stored playing abilities.
 11. The learningplaything of claim 1, wherein said management module calculates said atleast one plaything action according to a random value generated by arandom generator.
 12. An interactive system for providing entertainmentto a plurality of participants, the interactive system comprising: aplurality of learning playthings which are set to communicate with oneanother during a game session, each said learning plaything having: areader which reads a plurality of marks printed on at least one of aplurality of physical elements and indicative of a plurality of playingabilities; a memory for storing said plurality of playing abilities; acommunication unit which establishes a wireless connection with anothercommunication unit of at least one other learning plaything during agame session; a management module which uses said wireless connection tocoordinate at least one plaything action with said at least one otherlearning plaything according to said stored plurality of playingabilities; and at least one presentation unit which presents saidplaything action; wherein said management module calculates said atleast one plaything action according to a match between said pluralityof playing abilities and a plurality of other playing abilities of saidat least one other learning plaything.
 13. A method of managing aninteractive game among a plurality of participants, comprising: loadinga plurality of different playing abilities into a plurality of differentlearning playthings by allowing each said different learning playthingto read at least one mark printed on at least one of a plurality ofphysical elements and indicative of at least one of said plurality ofdifferent playing abilities; establishing at least one wirelessconnection between said plurality of learning playthings to transferinformation about said plurality of loaded different playing abilitiesfrom at least one of said plurality of learning playthings to another;calculating, during a game session between said plurality of learningplaythings, an outcome to said game session according to a match betweenrespective said plurality of different playing abilities of saidplurality of learning playthings; and instructing at least one of saidplurality of different learning playthings to present at least playthingaction according to said outcome.
 14. The method of claim 13, whereinsaid at least one wireless connection is a peer to peer connection. 15.The method of claim 13, wherein said at least one wireless connection isestablished via a proxy.
 16. The method of claim 13, wherein saidloading is performed in a certain order, said calculating beingperformed according to said certain order.
 17. The method of claim 13,wherein said calculating is based on a random variable.
 18. The methodof claim 13, further comprising detecting a proximity to a referenceobject; said calculating is based on said proximity.
 19. The method ofclaim 13, further comprising detecting a movement of at least one ofsaid different learning playthings during said game session; saidcalculating is based on said movement.
 20. The method of claim 13,further comprising detecting a presence or absence of a contact to anobject; said calculating is based on said detecting.